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GameData.p8
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GameData.p8
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; game data for GalaX16
GameData
{
; game ram bank layout
;
; $A000 - $AFFF -> 4K - 128 entities, 32 bytes each
; $B000 - $B3FF -> 1K - 128 sprites, 8 bytes each
; $B400 - $BFFF -> 3K for paths
;
const ubyte ram_bank = 2
const ubyte enemy_bullet = 19
const ubyte player_bullet = 18
const ubyte player_ship = 16
const ubyte enemy_explosion_start = 0
const ubyte player_explosion_start = 8
ubyte[] sprite_indices = [
0, 1, 2, 3, 4, ; explosion 1
5, 6, 7, ; rocks
8, 9, 10, 11, 12, ; explosion 2
13, 14, 15, ; yellow space station
23, ; player ship
31, ; 4 spike thing
39, ; player missle
47, ; enemy missle
55, 63 ; blue space station
]
ubyte[] sprite_palettes = [
1, 1, 1, 1, 1, ; explosion 1
1, 1, 1, ; rocks
1, 1, 1, 1, 1, ; explosion 2
1, 1, 1, ; yellow space station
2, ; player ship
2, ; 4 spike thing
3, ; player missle
3, ; enemy missle
4, 4 ; blue space station
]
ubyte[6] scoreValues = [
50, ; red1
30, ; red2
25, ; green1
20, ; green2
16, ; blue1
8 ; blue2
]
; index, VH flips (0 - no flips, 1 - h flip, 2 - v flip, 3 both flips)
; 24 direction
ubyte[] ship_rotation_table = [
0, 0,
1, 0,
2, 0,
3, 0,
4, 0,
5, 0,
6, 0,
5, 2,
4, 2,
3, 2,
2, 2,
1, 2,
0, 2,
1, 3,
2, 3,
3, 3,
4, 3,
5, 3,
6, 3,
5, 1,
4, 1,
3, 1,
2, 1,
1, 1 ]
ubyte[] ship_sprite_offset = [
16, ; red1
24, ; red2
32, ; green1
40, ; green2
48, ; blue1
56 ; blue2
]
ubyte[] ship_sprite_palettes = [
2, ; red1
2, ; red2
3, ; green1
3, ; green2
4, ; blue1
4 ; blue2
]
sub GetShipSpriteOffset(ubyte shipIndex) -> ubyte
{
return ship_sprite_offset[shipIndex]
}
sub GetShipSpritePalette(ubyte shipIndex) -> ubyte
{
return ship_sprite_palettes[shipIndex]
}
sub GetSpriteRotationInfo(ubyte shipIndex, ubyte direction) -> uword
{
return mkword(ship_sprite_offset[shipIndex] + ship_rotation_table[direction * 2], ship_rotation_table[(direction * 2) + 1])
}
sub Begin()
{
cx16.rambank(ram_bank)
}
sub End()
{
cx16.rambank(0)
}
}